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m4x1m_000

m4x1m_000

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  • If you worry about it, run DS, no one waits it now. You will have your DH after DS.

    Killers already can hit you in basekit BT to avoid DH and this is one of the reasons why DS is better than OTR.

  • I’m glad you don’t have fun since you say such things about epilepsy.

  • But you are wrong at that the whole map at your disposal. You have no right to loop around gens which are being repaired, and even more you can’t get down near these gens, the killer will receive a lot of impact from this.

  • I agree. When you are tunnelled, you learn to loop faster because it puts you in stressful situation. The most pleasure thing is when you outplay tunneller.

    Problem with tunneling in solo q is teammates who don’t know what to do. I had games where I was tunnelled for 5 gens if other 3 survivors repaired generators, but they all three preferred to tank hits which I didn’t even needed.

    I also like when you get tunnelled and your mate is healing. Chill bro, you are not the killer’s interest, go genrush.

  • I'll be glad to see the new Macmillan, Autohaven and Coldwind maps much more than another “miracle” like Garden of Garbage, Shittered Square and Dump of Crows.

  • Any hit requires a lot more skill than pressing E so I don’t see the problem.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389327#Comment_3389327

    I would argue that there are more broken maps. Garden of Joy is almost impossible to win and there is no redeeming quality to it. Knight map has tons of pallets is big and has one viable 3 gen that always gets broken early.

    Garden of Joy is also survivor sided in the way how tiles are built. There are a lot of holes through which you can the killer. The same with AH but on AH you need to learn checkspots, while on the Garden you have legit wallhack if you just up your camera. Didn’t see anyone mention it.

  • Yeah, I know the solo q pain when not a single gen will be done until you touch it after you looped killer, it is a base. But PTB changes will make solo q even more hard than it is now because players will not learn just like they don’t learn now.

  • No clip from you, but killer can force tping on your side of pallet after stun with looking up while hit and looking down at last second to give a hit. I think that’s what she did since she have enduring.

  • PH still can camp his cages because his M2 is a lunge attack. You just have to know the distance.

  • @piplup55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388614#Comment_3388614

    But you shouldn't have to bring the same build every time to counter an annoying strategy that all killers can perform, some better than others. It's already bad enough to bring perks or builds that get countered by the killer you are facing (healing build vs plague, no exhaustion perks vs mobility or stealth killers, no stealth perks vs spirit...) so it's even worse to bring second chance perks and then the killer plays "fair" and you are playing with effectively no perks.

    Annoying strategy… Facecamp Bubba is annoying, need to nerf. Basement Trapper is annoying, need to nerf. Midwich stealth Deathslinger in annoying, need to nerf.

    There’s a lot of different strategies which you can call annoying. And killer can play how they want just like you.

    Idk why you complain on perks. Most of survivor’s perks are situational, of course you will not always use your build.

    What I wanted to say is you can counter tunneling very aggressive way with strong perks. But you don’t need perks to tank a hit and genrush.

    You know, I hate tunneling only if killer tunnel out baby survivors. But if you play killer on high MMR and you see decent sweat players/SWF/garbage map/genrush, sometimes you have to tunnel, especially if it’s weak killer.

  • @Mytea said:

    the following is the perfect example why reassurance has to be basekit or at least have a much bigger range:

    https://us.v-cdn.net/6030815/uploads/L7UK02XWHG1X/dbd-perfect-example-why-reassurance-needs-to-be-basekit-with-at-least-bigger-range.png

    You can trigger Knight’s guard, tap hooked survivor and the guard will disappear. You welcome.

    And there’s no problem with OTR + DS + DH combo for you as I can see. The irony. More second chances the better.

  • @ProudRinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388456#Comment_3388456

    Ah yes the classic “ easy 4k while blindfolded as Spirit “ lmao

    but really, it has to do more with the ######### players who play against her who give her “easy wins “ than Spirit’s actual strengths.

    and please don’t bring comp dbd or killers into this, it’s super cringe 🙄

    Devs balance the game around pubs, and I know that most pub players do not know how to play the game. Nurse is 6 stages for decent teams on tourneys, it doesn’t mean she’s not strong because usually she play against not that good players. So yes, classic ez 4k which is consistent result for skilled Spirit player. And it doesn’t really require a lot to become good Spirit, more important thing while playing her is your game sense.

    So you can talk about bad players but I can’t talk about the opposite side, good players? I see, I see.

  • If killer camp or slug it means you gave him the opportunity for it. If you hate tunneling, there are OTR + DS or Deli + DS + Unb combo for you.

  • Guys, there is a video how to counter Merciless bug after which your gen will regress a lot:

    https://youtu.be/5xnAn5ZYF_A

    We need to share these methods since devs do nothing and some killers abuse the bug.

  • @MerleDixon said:

    Blight is completely fine, why not simply buff most killers to be as strong as him.

    If every killer will be equally strong no one will play this game, it just will be boring.

  • You already can play on Spirit with your legs and 4k in pubs. Any comp Spirit will say that. If you ask for some advantage for killer, it calls a buff. She doesn’t need it.

    What you need to talk about Spirit is her addons, because MDR + Cherry Blossom just has no counter if killer have more than two brain cells. You will just not reach another pallet no matter how close tiles are.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385020#Comment_3385020

    "Ranked mode" ratings are usually what the matchmaking system uses to match you against others when playing ranked matches. So yeah, it is showed to you. Other thing is that what it is showed to you and what the matchmaking system really uses isn't exactly the same, or that the system take more things in count unknown to you. But any PvP competitive game I can think of in many genres (Overwatch, MTG Arena, Tekken, etc.) shows your current "rank". That rank in DbD right now would be MMR.

    And the funny thing with "lobby dodging" is that it already happens by something that should not only not be important, but doesn't means anything more that you play the game a lot: The prestige level. So, if the problems would be the same, why not show the MMR instead of or at the same time?

    If someone dodge because of prestige, it only means they are miss something, because with my solo q and killer experience, 100p survivors mostly are baby ones, and prestiges around 9 more common to play better.

    In this game MMR means nothing and there’s no need to see it. KnightLight is doing addonless & perkless Nurse streak rn and once had an EGS gamer who said him his MMR, obviously lobby with him was the highest MMR possible. But now if you will go and see at those survivors, you will think 2 things: they are lower MMR than KL but got in lobby with him somehow OR high MMR survs are not really know how to play the game.

    The only things you can relate to understand if your mates are decent are their character, hours and skins. But it’s not 100% of course. But still MMR =/= skill.

  • Freddy with fake pallets is already enough braindead gameplay, it doesn’t need a buff.

    For Trapper I would add that it would be great if some traps spawns could be useful so he won’t need to move these traps. Like spawn under pallets or windows, especially under abusive windows.

  • @Jellybean02 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379862#Comment_3379862

    That’s hilarious that you’re saying that. It’s great especially for killers like legion, constantly hitting you and knocking you down before you even get hooked is annoying. Legion is already a try hard killer to begin with and your saying that the boon is stressing them out? (lmao) The killers have no problem with the boon at all, even while using it we still die as survivors. Taking it away would guarantee that we never survive at all ever again. Like I said earlier, just take away the healing speed. No need to take the self healing action away. But do buff self heal perk cause it’s slower than the boon itself and it’s terrible. I can’t remember the last time I used it because of how slow it heals you, I might as well just use a medkit at that point cause it’s faster.

    One question: did you ever tanked a hit with deep wound to counter Legion’s ability? Also healing against Legion is unnecessary most of the time. So I think the reason why you will die in your matches is not CoH nerf.

    CoH is an infinite resource of self-healing and this is imbalance. You have 4 survivors injured and they will not feel punishment for feeding hits because they have this noisy totem which will reset them in next second.

  • @ad19970 said:

    They probably won't have to do anything actually. The big problem with 3 genning at the moment are the slowdown perks killers have, mainly Call of Brine and Overcharge. Those two perks are getting nerfed hard, so she probably won't be a problem anymore, and people might even have enjoyable matches against her after that.

    I know, I know. I also don’t think BHVR even plan to think about this killer next couple years since they did one change. And maybe she will get weaker at holding 3 gen in new meta, I want to share this idea with community because it seems not bad to me. At least not worse than we have now.

  • I agree. It’s already easy to counter her if survivors know how to do it. No need in another counter play, she’s already weak when play not against babys.

    With new patch Sloppy will be very powerful on her, especially in suffocating 3-gen tactic, but it’s not only about her, devs healing changes require revision.

    Comments here are very questionable because what I see is people who do not know counterplays or know just about crouching, still think they can talk for those changes. Maybe try to learn the killer first? I’m pretty sure there is a video “How to counter Hag” on YT which a lot of commentators need to watch before commenting.

  • Stop trying to take from killers the basic mechanics of putting pressure on survivors. Not all killers want to be animators and entertain survivors, they want to win too. And not every killer can create pressure by just chasing different survivors all match. Sometimes you have to camp and secure second stage, especially on weak killers and maps with a lot of resources.

    There are enough counter plays. Against camping you have double save, Reassurance, Deli, genrush. Against tunneling you can tank hits, put DS, OTR, even get down for this survivor with Unb, you can sabo and finally genrush. It is pub survivors problem that they dont know how to do double save, they usually even scared to come for hook. A lot of times I had to come in front of hook and press emote 100 times before the other survivor nearby will stop hiding and come for tanking a hit. Of course it is more easy to ask for nerf the mechanic instead of learning how to counter it.

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383506#Comment_3383506

    CoB+Overcharge witht the new changes is just barely 5 percent above current level 1 call o brine. so thats two perk slots for mediore regression. Pop is an alright perk I'll admit, but its not going to carry your regression. Even if you bring eruption, pain res, and cob overcharge, the regression will not likely even break that of just one current regression perk.

    The pain res argument seems weak. "Bring other scourge perks" what does this have to do with killing pain res? Bringing more scourge perks wont increase your regression per hook, as thats a PR exclusive.

    CoB is not old ruin. old ruin was map wide, automatic, but also a hex. meaning its value was rng based without undying, meaning you dedicate 2 perk slots for consistent regression which is why ruin was balanced. Ruin could get you regression by simply applying pressure; people who are healing arent stopping ruin regression, neither are people going for saves or in chase.

    CoB on the other hand may not be a hex, but is manual and reliant on your positioning. Spend a few seconds to kick the gen and it goes faster, but the survivor repairing it has plenty of distance now. CoB can ONLY get value by you kicking gens while ruin got value by playing well as killer, so you need to go to each gen, kick, chase, repeat. At any point any survivor could tap the gen and negate the stop the regression, while ruin they would need to stay on the gen.

    you compare ruin and CoB as if CoB is just ruin but not a hex, but truly their only similarity is their numbers.

    I said about Ruin not because I want to compare details of those perks, but because I feel like they are equally strong, similar in regression and CoB is not a hex which can be cleansed. So if Ruin was nerfed, the same happened to CoB.

    CoB+Overcharge witht the new changes is just barely 5 percent above current level 1 call o brine

    Why is it a problem? You want to say there’s nothing wrong with those meta gen kicking builds and what regression they show? People already use this synergy of gen kicking perks. Now it will be less powerful and this is good change. Don’t forget it’s just PTB. They may increase regression and I think they will. But gen kicking perks definitely needed to be nerfed because their synergy is too good.

  • There’s no need in comms in DBD. It would be enough to give survivors more options how to coordinate. Like base-kit Kindred, maybe Bond but with smaller range and more emotes. The devs have already said that they are changing the mechanics of flashlight, because its mechanics have not changed since the time when there were only three killers in the game. I think it's the same with old perks. Kindred and Bond were relevant in their time, when there were few perks and there was nothing to choose from. But now there are much more perks and builds so it’s time to add old info perks to the basekit to make surviving more comfortable.

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382483#Comment_3382483

    Okay, so you really think pain res will still be usable...

    No Way Out: Hook every survivor once, blocks exit gates for 60 seconds. Effectively extends gate opening time by 60 seconds, very powerful in endgame.

    New Pain Res: Hook every survivor once and you get 60% regression, except its spread out across 4 procs and becomes a dead perk after the 4 uses. It punishes tunneling, but also punishes not tunneling because it does nothing after 4 hooks if you anti tunnel all game. Not to mention these hooks need to be on scourge hooks.

    So effectively, the devs are really trying to say new pain res is better than no way out.

    Also, name any good regression perks now? CoB, Overcharge, Pain Res, and Eruption are all dead perks. Whats left, surge for m1 killers? (pentimento is bad on its own, only good when used in hex builds which are typically mediocre)

    The new meta is gonna suck. Every killer will bring sloppy, making 1 heal take 30 seconds, deadlock, no way out, and corrupt. So survivors have to deal with a bunch of annoying passive slowdown. 2 heals w/ sloppy will take 60 seconds. one gen with 2 people takes 53, so it will actually be more effective to slam gens w/ resilience than it is to heal.

    good changes all round guys

    Dead perks, dead perks… Those perks are dead on their own, you right. If right now it’s enough to bring CoB, developers made an update which force you to bring certain perks with synergy. CoB is weak? Bring CoB + Pop, CoB + Overcharge. Pain Res is weak? Bring other Scourge hook perks. This is how I see this update and it seems fair to me, because right now CoB is an old Ruin which you can always put on a gen and if survivors used to find Ruin in start game and you played without perk for the rest of the match, CoB is always in your pocket.

  • My only concerns are people claiming it will encourage tunneling & camping to prevent ppl from activating DH, but I seriously doubt this is something people will actually do

    Well, with new DH killers do not need to do anything to prevent DH, they already know that the guy they chased first doesn’t have this perk and it sounds nice for tunneling. And I understand how good and fair new DH for M1s, but there’s also Nurse, Blight and Spirit in the game and DH nerf is huge buff for already very powerful killers.

  • @RowdyGhoul said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381865#Comment_3381865

    There are ways to counter camping yes, but in solo q you're putting a whole lot of trust in people knowing how to counter camping. The same can be said about COH though in the sense that killers can counter it by just snuffing out the boon and bringing shattered hope so why did it need to be nerfed? Everything can be countered in this game and yet things are still nerfed so I don't see why doing something about camping would be any different than nerfing COH or medkits. I don't mind healthy grabs at all, but I still think the timer should be slowed if they just stand there.

    Boon was nerfed not because it has not counter play. Right now boon is an infinite resource of self-healing and this is very imbalance perk.

    Playing with randoms is what Solo Q about. Devs invented an MMR system to give you teammates which you deserve but yeah sometime you will get baby survs who doesnt even know what double save is.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381834#Comment_3381834

    I see your point, but I don't think it would be a problem. Not to mention, we should push the game in a direction where pressure is created by taking chases and getting more people on hook, not camping out someone. High level players already play around hook grabs, and rarely ever get grabbed. But when they do, it screws the entire game. It's silly.

    I say we remove it for a patch, and if it's too much, re-add it in a later patch. Just to see what happens

    Honestly, I think it's mostly lower level killers that will struggle if hook grabs are removed, since low level killers will try to camp hook and get a grab a lot. The most skilled killers prevent unhooks by keeping players injured. And with CoH nerfed, Medkits nerfed, that will be even more viable.

    Whatever you will do, but this is the game design - the faster one survivor will be outed, the better for killer who plays for win. Survivors can counter camping with double save or Reassurance. Resources which survivors will lose after double save and resources when only one surv can unhook another are incomparable. So yes, it will be a problem, because killers already the side who do not have enough time because of genrush perks. Remove grabbing = one surv with Deli always will exchange, the other is on a gen. For now if they want to play safe they both have to come for unhook.

  • I think more problem is that the blindness on survivor doesn’t really matter if it’s not tier 1 killer who slug with The Third Seal hex. I cant imagine where else blindness can be useful. So they buffed add on which does nothing most of the time.

  • @MrMori said:

    Hook grabs from healthy should be removed. Especially now that self healing is getting nerfed and it's easier to keep people injured. There's really no excuse. "But survivors can trade last second!" And what were you doing the other 60 seconds? Nothing? Go get people injured, get another down somewhere. Besides, they can't unhook for "nothing". It's always a trade now that the attack cooldown is lower.

    Also I sure hope 24 second heals don't become base. 30 second Sloppy sounds miserable.

    I also had a simple fix to Bubba camping, or at least a halfway fix. I think that if Bubba hits a survivor that is unhooking another, or has unhooked another survivor recently with his chainsaw, he should hit them with it, but also tantrum. That way you could at least get a trade as long as you can reach the hook without getting downed. And the survivor that was unhooked will be able to get away instead of getting hit as soon as they get unhooked, then get hit a second time thanks to Bubba following them.

    Hook grabs from healthy means you need to take a risk and try to unhook by yourself OR you can play safely and wait for another teammate to do a double save. If devs will remove this mechanic, genrush will be even worse, because survivors will always be able to unhook in solo, but now it requires two survivors and two tanked hits if killer camps. Also you forgot that survivors have Reassurance, Deli, DS, OTR, FtP so there’s no need in removing this mechanic because if you will remove, killers will loose a lot of pressure they can create. There’s already perks to counter it.

  • @BioScorp said:

    Nemesis already mid tier, and if you delete this tech, you will only see more nurses and blights.

    Nurses and blights are not able to give me hits through walls so I would prefer to play against them than another nemesis who give hits because he can press A or D. Hitbox shouldn’t move with your body, it’s a bug. Hitbox should be where you did a hit. Imagine deathslinger or huntress can move hitbox with their body to fix their mistakes. It would be fair too?

  • @BioScorp said:

    Pressing A or D dont change your hitbox its not a bug just high ping moment, you can try play as Nemesis against bots to test it

    No, you are wrong. Here is an explanation of this abuse.

    https://youtu.be/E3McTUIJJCQ


  • Intended lingering effect is fine, if Nemesis did a hit with tentacle, you 360, but still got hit because you came back under tentacle hitbox while it exist. But if Nemesis move his body, he increase range of tentacle hitbox and this is abuse which gives you ability to do unfair hits so it still need to be fixed. I see it everyday in pubs and those hits are frustrating.

  • It’s not controlling the tentacle. You move your body with A or D and hitbox of tentacle become bigger. Doesn’t really matter if you hit a survivor, if the tentacle was near, it will be a hit, and videos are approve it.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163529#Comment_3163529

    I dont really see the issue here to be perfectly honest.

    Reassurance still has a limited amount of use per survivor, it's not like they can keep a survivor on hook for an indefinite amount of time. And even if, there was still a level of coordination between the survivors which allowed it to happen. Killers themselves are suppose to be powerful on their own, but survivors are powerful when they work together, it's by design. It's not as simple as pressing a button to destroy your effort, it's people coming together to do stuff, clear comms, game sense, etc.

    And if getting the survivor out was such a huge deal, why didnt you return to the hook to at least try and prevent the save or confirm the kill? Their hook progression timer was down super low and you have your ability ready to use, you could have went over there with almost no difficulty. Yes you might have to wait extra time but the results would have been the same if the survivors clearly showed no interest in going for a save, or at least to the degree that you express it.

    "What's the point of a hook stage timer if survivors will still unhook when it's convenient for them because of push-button perk?" Reassurance was probably the worst pick for that situation. The survivor on hook would have been better off running Kinship. Longer range for activation. Longer duration of effect. It's a more selfish perk but literally would have produced better results... which leads me to question, would you have complained if Kinship was used instead? The results would have been better, if not the same.

    They had a niche perk. They used the perk effectively. They used coordination to accomplish a lot. You got outplayed. It happens. It's not that huge of a deal.

    I’m here to not discuss the match which I sent just for example to prove my words about this perk. It’s not even my match, it’s just something that I saw on twitch.

    “Reassurance still has a limited amount of use per survivor, it's not like they can keep a survivor on hook for an indefinite amount of time”. No, it have a limited amount of use per hook, not survivor. One hook = one use. You sound like only indefinite amount of time is a problem. So there’s nothing wrong with 150 seconds hook stage?

    ”Killers themselves are suppose to be powerful on their own, but survivors are powerful when they work together.It's not as simple as pressing a button to destroy your effort, it's people coming together” All these people need to do is repairing gens. Simply press a button, and you have more time to repair gen. Sorry, but survivors have no alternative by this game designe.

    " Reassurance was probably the worst pick for that situation. The survivor on hook would have been better off running Kinship.” Here we go. Did you read my post? Main idea of this perk - press the button and you can go away doing gens or take a chase. With Kinship you can’t repair gens. And while the goal of survivors is to repair 5 gens and leave in gates - Reassurance is better than Kinship.

    And now — “Killers themselves are suppose to be powerful on their own”. How killers suppose to be powerful if you kill their mechanics? Hook timer, which works for survivors, is ridiculous. Hook timer should be a pressure, survivors have to be scared of hook. But it’s not that scary if you can hang for 150 seconds. No reason to hook survivor in triangle, although this is his mistakes. Press the button and no pressure - survivor won’t die next 150 seconds. No reason to hook survivor next to hot gen — press the button and there’s nothing to control. These situations just sound like “go in the corner and let surviors finish the gens”.

  • @Wowie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163574#Comment_3163574

    If they use reassurance to get a gen done and cleanse your devour then I am sorry, you were severely outplayed my man.

    And I get what you're saying with the pressure coming from two points, but the bulk of it is on the fact that one player is doing nothing but dangling on a hook. Take solace that even when they do save him, if they're using reassurance, he's already in the next hook state anyway. And, really, you should've gotten at least one more hook in the time it takes the halted timer to tick by. That's 30 seconds at max tier for a single use, plenty of time to chase people away from totems and generators and get at least a single down.

    ”If they use reassurance to get a gen done and cleanse your totem”

    You clearly don’t understand what i’m talking about. Reassurance is not just anti-camp perk. This is perk which is provides more time for survivors to get gens done even without camping. You was nearby hooked surv in start-game? Push the button, take a chase, +2 gens done. No need for third survivor to come for save hooked mate. Without Reassurance it would be just one gen because one of the survivors would come to unhook. It’s just about time when SWFs will realise the value.

  • @MsSaltyGiggles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163529#Comment_3163529

    The video doesn't really tell the story of the full match. You start it at 3 gens left and the survivors are about to fix 2 more gens. They also don't even cleanse your totem until the middle of the game which is lucky. You were proxying the hooks instead of patrolling gens or checking your totem. That part where you're just strafing back and forth waiting for someone to be pulled off of hook is where you made the mistake. If you're concerned with reassurance then don't hook survivors next to your devour. You could also bring Hex: Undying and Scourge Monstrous Shrine. Reassurance is a perk like any other perk that can be beneficial. Not everyone is going to run it, and its usage is situational just like Scourge Monstrous Shrine.

    This video provides the value which Reassurance can give to prove my words: extra time for survivors, which is already enough in the game. Press the button and your mates don’t need to care about hooked mate, keep doing gens. The one who don’t have extra time in this game was always killer.

  • @Sumnox said:

    Well, this will hurt killers, and you seem to be one of them, who relied on simply standing next to the hook abusing the most broken mechanic a killer can abuse, the survivor being hooked. I'm very, very glad this "strategy" is going to be less and less effective. it's cheap, boring, and dirty. It hurts the game in ways that go beyond just ruining the hooked survivor's experience.

    If someone uses Reassurance (and it's WEAK right now, it needs to be buffed) to prolong a hook stage, that survivor is still doing nothing, and what you have to do is make your choice: Do you continue just staring at the hooked survivor, or do you go chase the remaining ones that aren't hooked? If you decide to just camp, sorry buddy, but if this makes you lose the survivors AND the gens, it's entirely on you.

    I’m survivor main and you seem to be a big dreamer so you can make such statements out of thin air. I play killers sometimes, and for example, if survivor was hooked next to the hot gen there is no reason to leave this spot for me, so yes, camping is a killer mechanic and survivors should care about where they fall to prevent such situations. But now all they need is a push-button perk. Game shouldn’t work like that.

  • @Wowie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163540#Comment_3163540

    Hooking a survivor doesn't apply pressure because people have to save them. Can it? Absolutely, and there are situations where it's necessary to eye the timer and make plays around that.

    The pressure from hooking someone comes from one less person doing something productive in the match. It's also easier to chase three people than it is four.

    If you get another down in the time that the survivors are using reassurance to do gens, that's one less person doing something and so on so forth. If they continue to play like that it is inevitable that they will lose.

    You can watch the video where Reassurance was perfectly used to get gen done and cleanse Devour Hope. And the situation of these survivors is not even close to lose.

    Survivor cannot 100% unhook himself if he does not have Deliverance. If you hook someone, the pressure comes from TWO persons: one comes for save, one is on the hook. With Reassurance you don't need to save and it gives you extra time to repair gens.

  • Survivor who can be on a hook for 180 seconds applies no pressure because his mates don't need to worry about unhooking him. Just "hook someone else". I see.

  • Double-burger example of what I described above.

    https://youtu.be/iU3nsSDwRxw

    What did the survivors manage to do while Nea's hook stage? First, one gen was repaired. Rebecca 01 went to the hook, used Reassurance, then returned to the generator, repaired it. After that, there was still no point in unhook Nea. Instead, the survivors repaired the generators and searched for the Devour Hope. Devour Hope, which requires a lot of effort to implement, was simply destroyed with one perk that you just need to press.

    This match is a great example of how much resources a hook stage can give to survivors, which is supposed to work for the killer actually. What's the point of a hook stage timer if the survivors will still unhook when it's convenient for them because of push-button perk?

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